| Taffer |
I think one of the wave oracles is for the first group. Paladins are VERY problematic in this AP, from experience.
Ah, you're right about the Oracles. My bad.
Paladins being a problem, I could substitute a straight Fighter instead. That being the case, I can go straight Fighter then. (Unless I see a flood of melee's in the next half hour or so. <g>)
===
Taffer
| Variziel |
I'll put out that this character is a Fighter with the Cad archetype (more for skills than anything else), going for a couple levels in Swordlord before moving into Duelist. He's a definite frontliner, relying on not getting hit more than lots of hp, though the d10 hit die of a fighter helps with that concern.
| Cydrius |
Updated with background and appearance, please let me know if anything is missing. I'll give the inquisitor thing a look.
Charlotte DeGivre
Female Changeling Haunted Oracle of Waves
CG Medium Humanoid(Changeling)
Init +9; Senses Perception +7, Low-Light Vision
-------
Appearance
-------
Age : 19
Size : Medium, 4'8", 100 lbs.
Type : Humanoid (Changeling)
Charlotte appears to be a rather young sailor woman, somewhat short for her age, but determined in her goals. She looks eerily pale, especially in contrast to her pitch-black hair, but her smile is charming and she looks well and healthy. One curious detail stands out: While her right eye is green, her left eye shines with a noticeable and unusual purple tint.
Charlotte is usually clad in simple, practical clothing, ready to shield from wind and sun, and to dry out quickly and easily if she should find herself taking a plunge in the sea. She keeps her hair flowing loose at shoulder length, and hates the feeling of having it restrained or braided.
An observant eye will quickly notice that Charlotte's close vicinity tends to get rather turbulent. Small knicknacks move on their own, water swirls, ripples, and splashes, and animals get spooked.
Background
-------
Unknown to all, this was because she was not, in fact, Charlotte DeGivre, but a changeling, the daughter of a Sea Hag residing in a nearby bay, and of an enthralled sailor. The true Charlotte had been abducted while she was a newborn, and replaced with the witch's own child, to be raised by humans, as was usual.
As a growing child, Charlotte quickly took interest in her father's profession, and spent much of her youth aboard his ship. As time progressed, however, Charlotte began to show stranger and stranger behavior. She would spend hours upon hours sitting, motionless, on the quay or by the docs, staring at the sea and barely moving, simply watching the tides flow in. At times, she would become extraordinarily clumsy, with ordinary tasks ending in objects imcomprensibly launching themselves out of her hands and flinging themselves at walls. Around her, water would swirl, ripple, and splash incomprehensibly. Still, her parents and her brothers very much loved her. On the other hand, her strange behaviors would quickly make her a pariah amongst the local children. She quickly became known as the local strange child, with all the tormenting such a thing entailed. After being pushed into the water far too many times, and called far too many names, Charlotte quickly learned to notice her tormentors ahead of time and make herself scarce.
Charlotte would soon prove to have a prodigious amount of magical talent for a child or ten, manifesting small orisons with ease. This attracted the attention of a local sorceror, who took the girl under his wing and helped her explore her magical talents. Under his tutelage (and sometimes without) she tinkered with many minor magical items, learning to impose her will on them and employ their powers.
As she reached adolescence, a strange feeling awoke within Charlotte. A strong pull echoed within her heart, calling for her to follow the beach around the island. At first, she ignored the strange feeling, having other occupations and dismissing the feelings as strange impulses that would pass. One night, however, as she was lying trying to fall asleep, Charlotte found herself rising, dressing, and stepping out, following her impulse almost mindlessly.
The night was dark and cold, and cold rain was showering the island, but Charlotte kept walking along the sea, barefoot in the sand.
"Wait!" the voice of a young girl rang out, speaking in Varisian.
Charlotte stopped in her tracks and looked around for the source of the voice. Finding no one, she ventured forth.
""No! Big sister! Don't go further!""
Confused and shaken, Charlotte looked again, left and right, front and back.
"Show yourself! Who's there!?" Charlotte called out.
A vague silhouette began to form on the beach, standing in front of her. Charlotte's eyes went wide. Before her, clad in a simple frayed dress dripping with sea water, stood the ghost of a young girl, perhaps seven years in age, who looked as though she could have been part of Charlotte's family. The olive tone, black hair and green eyes were unmistakeable.
"Who... who are you?” Charlotte blurted out, startled by the sudden appearance.
"”I was Charlotte DeGivre, before you came... Before the witch put you there." the little girl explained.
”What?” Charlotte questioned the apparition.
"There’s no time for me to explain! She’s coming! Run!" the spirit shouted. Charlotte tried to ask for more information, but the spirit kept urging her to flee.
She no longer protested as her true mother, the Sea Hag, came into view. Thanks to the apparition’s warnings, Charlotte disappeared into the night before her mother could see her.
When she reached her room, the ghost was waiting for Charlotte, sitting in her bed.
”You made it back!” the little girl exclaimed, overjoyed.
”I don’t understand,” Charlotte said, seeing the girl smiling widely. ”If you don’t like me and you’ve been haunting me, why are you happy that I’m safe?”
”It’s because if she’d gotten to you, everything that’s left of me, the human part of Charlotte DeGivre, would have disappear. I saw you going towards her, and it made me realise that, in a way, you’re just as much me as I am myself. I didn’t want Mom and Dad to lose me... to lose us a second time.” As the phantom spoke, tears began welling up in her eyes. ”I still want to be somebody...”
Charlotte sat on the bed, and tried to put her hand on the ghost’s shoulder, abandoning that prospect when it passed right through. ”I’m sorry... I never wanted to take your place. I’d like to make it up to you somehow, but... Oh! How would you like it if I gave you someone to be? You called me big sister, earlier, didn’t you? Would you like to be my little sister from now on? One day, I’m going to go on a great big adventure. I’m sure having you along would make it even more interesting...”
Thusly, three years down the line, Charlotte DeGivre, now 19, travels to Port Peril with an unlikely companion in tow, the well-meaning but oft-mischievous ghost of her “little sister”.
Defense
-------
AC 13, Touch 12, Flat 11
HP 9 (1d8+1)
Fort +1; Ref +2; Will +3
-------
Offense
-------
Speed 30 ft
Ranged
Crossbow +2 (1d8; 19-20; 80ft; P)
Dagger +2 (1d4+1; 19/20; 10ft; P or S)
Melee
2 Claws +1 (1d4+1; x2 ; B & S)
Boarding Pike +1 (1d8+1; x3; P)
Dagger +1 (1d4+1; 19/20; P or S)
-------
Statistics
-------
Str 13; Dex 14; Con 12; Int 12; Wis 12; Cha 18
Feats
- Extra Revelation
Traits
- Besmara's Blessing
- Dangerously Curious
- Reactionary
Racial Traits:
- Natural Armor: Changelings have a +1 natural armor bonus.
- Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
- Darkvision: Changelings see perfectly in the dark up to 60 feet.
- Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.
Revelations:
- Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
- Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Curse
- Aura of Good, Aura of Chaos
- Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Magic
-------
Spells and Abilities (click here)
-------
Skills
-------
- Diplomacy +8
- Profession(Sailor) +6
- Spellcraft: +5
- Swim +5 (Can hold breath 36 rounds before drowning risk)
- Use Magic Device +9
- Linguistics +2 (Learned: Aquan, Rank taken with Favored Class Bonus)
Spoken Languages: Common, Varisian, Aquan, Giant
Equipment
-------
42 gp, 4 cp
Weight: 48 (< 58, light load, using masterwork backpack)
| Divinitus |
Cydrius, your block looks fine, though I'll need to come over it a bit when I get home. Should be no problems.
Taffer, I wasn't planning on it using hero points, but if none of your shipmates mind, I can implement it.
ShadowyFox, those are indeed good choices!
Loup, thanks for covering the spoiler tags while I was busy!
Temerith Rhuun, I am unsure who's in now, as some have not put up a stat block, but go ahead and make one. I am sure there will be more room. And yes, Ancestral Bloodline is fine.
Also, here is are the links for when groups are chosen.
Group A: http://paizo.com/threads/rzs2pxge?GM-Capn-Jackson-Sparrowshankers-Skull-and
Group B: http://paizo.com/threads/rzs2pxgf?GM-Capn-Jackson-Sparrowshankers-Skull-and
So far, it looks like this is how the groups are shaping up.
Group A: Telekt-Zod
Group B: ShadowyFox, Cydrius, Jesal
Either A or B: Loup, Grint, Havocprince, Taffer
| Taffer |
So far, it looks like this is how the groups are shaping up.
Group A: Telekt-Zod
Group B: ShadowyFox, Cydrius, Jesal
Either A or B: Loup, Grint, Havocprince, Taffer
I am making a character for the group starting from the beginning of the campaign (Group B, I believe).
And I'm almost finished my character...at the equipment purchasing stage right now, but I'll have to stop to make dinner shortly. Should have something posted later tonight though!
===
Taffer
| Temerith Rhuun |
Stats are in the profile here is the story, I did take a few liberalities with the Ancestral bloodline, but they are primarily story related. GM do you like and do you other players want to voyage with this character or avoid him like scurvy?
So it was that over the course of three days that Temerith learned the secrets of the "Ocean's Lost". It was exhausting but they taught or rather showed him the secrets of pirates, seamen and others who transversed the great waters of the world. Temerith Rhuun after the rite of the "Ocean's Lost" gained sorcererous powers and went to Port Peril on the urging of the spirits. As the spirits have told him that he has the potential to become a lord among pirates, and Temerith Rhuun believes them. For once he researched the "ocean's Lost" ritual he learned that those few who remained sane after performing it had gone on to achieve heights of great glory.
So Temerith has gone to Port Peril to find his destiny and claim the title of pirate lord, the question is can he achieve his goal of becoming a pirate lord...or will he the join the "Ocean's Lost"?
| Variziel |
On the morality question, Variziel is currently CG and is a free spirit who is generally goodhearted and has compassion. However, he wants to truly be a pirate lord like his great-grandfather, and so his views may change--I see him becoming CN very easily down the line, though CE is a little too cruel for him, as he'll retain at least some of his honor and kindness. Really, the events that take place aboard the ship and how he's treated will influence him greatly, which offers a very interesting RP opportunity--another reason I enjoy this character.
| ShadowyFox |
I feel the same way with my character, Variziel. One problem I'm running into is more personality than crunch for the character. I obviously have a clue as to what Besmara's clerics are like, but I'm trying to wrap my brain around what an inquisitor would be like.
Thinking I'm going the Weather domain for him, but am a little stumped on personality with him.
| Variziel |
Make him the most stereotypical pirate of all time, who hates on everyone who isn't such. Favored insult is "landlubbers," always has some rum on him, DEFINITELY has some prosthetic or wears an eyepatch (even if he doesn't need to). That's how I'd play him. Not every inquisitor needs to be some dark and moody assassin type.
| ShadowyFox |
I like that. Dang landlubbers! Good thing I'm going bucaneer's blood with him. Scar AND a beard. ;) Hates anyone that wants to put a stop to pirating or to slow it down. Harrigan, to him, is standing in his way of becoming a prosperous pirate in his own right.
Now I just have to determine his choice of weaponry and feats. Obviously, he MUST have a rapier now.
| Taffer |
Submitted for your approval: Stel Leiborath
Any suggestions for changes/improvements are more than welcome!
(As I am usually a DM, my character sheet tends to look like a Bestiary entry.)
Ranger Archetype: Freebooter (Pirates of the Inner Sea)
Using the Advanced Race Guide, I traded "Elven Magic" for "Eternal Grudge", and traded both "Keen Senses" and "Weapon Familiarity" for "Fleet-Footed".
The plan is to become a Two Weapon Combat Style ranger.
Male Elven Ranger (Freebooter) 1
CG Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +6
AC 21, touch 13, ff 18 (+3 Dex, +6 armour, +2 shield)
hp 11
Fort +2, Ref +5, Will +2; +2 vs enchantment spells and effects
Immune magical sleep effects
Speed 20 ft.; Run
Melee cutlass +3 (1d6+2/18-20) or
Melee boarding axe +3 (1d6+2/x3) or
Melee dagger +3 (1d4+2/19-20)
Ranged sling (stone) +3 (1d3+2, 50 ft. (x10)) or
Ranged dagger +4 (1d4+2, 10 ft. (x5))
Special Attacks +1 atk/dmg vs dwarves and orcs, freebooter's bane (+1)
Str 15 (+2), Dex 16 (+3), Con 11 (+0), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
BAB +1; CMB +3; CMD 16
Feats Combat Reflexes, Run(B)
Skills Acrobatics* -1 (-5 jump, -1 running jump), Climb* +1, Intimidate +6, Kn(nature) +5, Perception +6, Profession (sailor) +6, Survival +6 (+7 tracking, +8 avoid getting lost), Swim* +2
Traits Armour Expert, Hurricane Savvy, Touched by the Sea
Languages Elven, Orc, Taldane
SQ wild empathy +3 (-1 magical beasts)
Age 130; Birthday Lamashan 17, 4583 (assumes current year 4713)
Height 5'11"; Weight 121 lbs.
Hair dark blond (shoulder length); Eyes Dark Royal Purple; Skin Fair (tanned)
Armour breastplate, large wooden shield
Weapons cutlass, boarding axe, dagger, sling
Money 1 sp, 9 cp
Other Gear
set of basic pirate's clothes
mwk backpack
bedroll
belt pouch
10 candles
canteen
mess kit
weapon cord (attached to cutlass)
2 waterproof sacks (assuming it holds the same as a regular sack)
flint and steel
50' rope
50' string
5 days trail rations
signal whistle
compass
Encumbrance 76.7 lbs. (medium load)
I will work on my backstory tonight....
===
Stel
| Cap'n Jackson Sparrowshank Esq. |
Looks good for now. Just fill in the x's in your stat block and maybe expand upon your background a bit. I'm going to incorporate each character's background into some rather unique scenarios. And why did I think of our dear Telekts when I read that background? :D
Surprised you didn't choose to be a Vivisectionist Alchemist!
Is your name a dig on Janus, god with two faces? A sort of philosophical nod to your character's ideology of pleasure and pain, dominance and submission? Even if it isn't, you can always just say yes. :)
Proceed to Group B, my sadistic friend!
Taffer, there are no more slots open for group B. there is still a single slot open for group A, if you are interested. If not, then the best o'luck to ya matey, this here Gobber hopes ya get into a game!
| Taffer |
Taffer, there are no more slots open for group B. there is still a single slot open for group A, if you are interested. If not, then the best o'luck to ya matey, this here Gobber hopes ya get into a game!
Since I've been stating from the very beginning I did not want to start off with an already-ongoing campaign, I will have to decline. (Although I do wish something had been said before I spent all day making a character for the game. Unless I missed something.)
Good luck to you guys.
===
Taffer
| Cap'n Jackson Sparrowshank Esq. |
Jarred, there is one spot on team A that can be filled. Gameplay starts either tomorrow or the day after. There is a Catfolk Fighter, Human Druid, Human Rogue, Kitsune Oracle, and Aasimar Gunslinger in the group, so anything thematically different would be good. It would have been full, but the former player has not been on since May. I assumed GM control of that campaign, still in it's infancy, a few days ago.
Jarred, have you read the rules and if so, are you ok with them? Should be on the 1st page of posts on this thread.
| Cap'n Jackson Sparrowshank Esq. |
Point buys are on a point-for-point basis, meaning that going from a base 10 to 18 is 08 points. Don't worry about PCs getting too overpowered, I balanced this in my home game easily. Just makes it where MAD characters don't feel incomplete.
The Oracle in the group has the Waves Mystery. He will be serving as the party 'tank' and from what projections I have run on his character, it will tank as well, if not better than, most melee classes. Stopping that ramble before it goes too far, feel free to make a Life Mystery Oracle if that is what pleases you. Have you given thought to any Archetypes, if any?
Jarred Henninger
|
alrighty, i ended up going with a cross-blooded draconic/elemental sorcerer. i realized we had no arcane caster and that made me uncomfortable, also i like sorcerers.
Bartholomew Swank
Male Human Sorcerer 1
CG Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +1 (1d8+1/x3) or Dagger +1 (1d4+1/19-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Special Attacks elemental ray (8/day)
Sorcerer Spells Known (CL 1):
1 (5/day) Color Spray (DC 16)
0 (at will) Acid Splash, Mending, Spark (DC 16)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 18, Int 15, Wis 10, Cha 20
Base Atk +0; CMB +1; CMD 12
Feats Eschew Materials, Skill Focus (Perception) (Focused Study), Spell Focus (Evocation)
Traits Buccaneer's Blood, Fast-Talker, Reactionary
Skills Bluff +10, Intimidate +6, Perception +7, Profession (sailor) +7, Swim +7, Use Magic Device +9; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Aquan, Common, Draconic
SQ bloodlines (draconic [black dragon [acid]], elemental [earth]), heart of the sea
Combat Gear Alchemist's kindness (5), Heatstone, Smelling salts; Other Gear Crossbow bolts (20), Dagger, Light crossbow, Longspear, Bachelor snuff (2), Backpack (3 @ 11 lbs), Bedroll, Belt pouch (3 @ 1 lbs), Belt pouch (6 @ 0.2 lbs), Blanket, Crowbar, Signal whistle, Weapon cord, Weapon cord, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (empty), 6 GP, 4 SP
--------------------
Special Abilities
--------------------
Draconic (Black Dragon [Acid]) +1 damage per die for [Acid] spells.
Elemental (Earth) You may change any energy spell to use [Acid] energy.
Elemental Ray (8/day) (Sp) Ranged touch attack deals 1d6 Acid damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
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and that's what i have
| Cap'n Jackson Sparrowshank Esq. |
Jarred, one of the old players just rejoined the campaign and as I stated that original players would be given preference, I am sorry to say that there is no more room in either group now. I apologize to you. If a player drops before we start, we would be happy to have you join. Best of luck to you.